The length of this Transition, in milliseconds. This may only be changed prior to starting the transition or after the transition has ended. If changed during a transition then the change will not take effect until the next transition.

Inherited Variables

Transition

Controls the timing for acceleration and deceleration at each transition cycle. This may only be changed prior to starting the transition or after the transition has ended. If changed during a transition then the change will not take effect until the next transition.

Default interpolator is set to Interpolator#EASEBOTH.

Timeline

Defines the direction/speed at which the Timeline is expected to be played.

The absolute value of rate indicates the speed which the Timeline is to be played, while the sign of rate indicates the direction. A postive value of rate indicates forward play, a negative value indicates backward play and 0.0 to stop a running timeline.

Defines whether this animation reverses direction on alternating cycles. If true, the animation will proceed forward on the first cycle, then reverses on the second cycle, and so on. Otherwise, animation will loop such that each cycle proceeds forward from the initial KeyFrame.

Defines the sequence of KeyFrames in this animation. KeyFrames are expected to have time >= 0s, otherwise they will be ignored. If a KeyFrame is not provided for the time==0s instant, one will be synthesized using the target values that are current at the time #play() or #playFromStart() is called.

The maximum framerate at which this animation will run, in frames per second. This can be used, for example, to keep particularly complex Timelines from over-consuming system resources. By default, a Timeline's framerate is not explicitly limited, meaning the Timeline will run at an optimal framerate for the underlying platform.